# Rendering Debugger The **Rendering Debugger** window lets you visualize various lighting, rendering, and Material properties. The visualizations help you identify rendering issues and optimize Scenes and rendering configurations. This section contains the following topics: * [How to access the Rendering Debugger window](#how-to-access). Information on how to access the **Rendering Debugger** window in the Editor, in the Play mode, and at runtime in Development builds. * [Rendering Debugger window sections](#ui-sections) Descriptions of the elements and properties in the **Rendering Debugger** window. * [Navigation at runtime](#navigation-at-runtime) How to navigate the **Rendering Debugger** interface at runtime. ## How to access the Rendering Debugger window The Rendering Debugger window is available in the following modes: * The Editor. * The Play mode. * At runtime in the standalone Unity Player, on any device. The window is only available in **Development builds**. When using the **Rendering Debugger** window in the Development build, clear the **Strip Debug Variants** check box in **Project Settings > Graphics > URP Global Settings**. Use one of the following options to open the **Rendering Debugger** window. **In the Editor**: * Select **Window > Analysis > Rendering Debugger**. * Press **Ctrl+Backspace** (**Ctrl+Delete** on macOS). **In the Play mode or at runtime in a Development build**: * On a desktop or laptop computer, press **LeftCtrl+Backspace** (**LeftCtrl+Delete** on macOS). * On a console controller, press L3 and R3 (Left Stick and Right Stick). * On a mobile device, use a three-finger double tap. You can disable the runtime UI using the [enableRuntimeUI](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@14.0/api/UnityEngine.Rendering.DebugManager.html#UnityEngine_Rendering_DebugManager_enableRuntimeUI) property. ## Rendering Debugger window sections The **Rendering Debugger** window contains the following sections: * [Display Stats](#display-stats) * [Frequently Used](#frequently-used) * [Material](#material) * [Lighting](#lighting) * [Rendering](#rendering) The following illustration shows the Rendering Debugger window in the Scene view.  ### Display Stats The **Display Stats** panel is only visible in play mode. You can use it to debug performance issues in your project.
Debug Option | Description | |
---|---|---|
Frame Rate | Displays the frame rate in frames per second for the current camera view. | |
Frame Time | Displays the total frame time for the current camera view. | |
RT Mode | If you enable ray tracing, it displays the ray tracing Tier used during rendering. | |
Count Rays | If you enable ray tracing, enable the checkbox to count the number of traced rays per effect (in MRays / frame). | |
Ambient Occlusion | The number of rays that were traced for Ambient Occlusion (AO) computations, when you enable RT AO. | |
Shadows Directional | The number of rays that were traced for directional lights, when you enable RT shadows. | |
Shadows Area | The number of rays that were traced towards area lights, when you enable RT shadows. | |
Shadows Point/Spot | The number of rays that were traced towards punctual (point/spot) lights, when you enable RT shadows. | |
Reflection Forward | The number of rays that were traced for reflection computations using forward shading. | |
Reflection Deferred | TThe number of rays that were traced for reflection computations using deferred shading. | |
Diffuse GI Forward | The number of rays that were traced for diffuse Global Illumination (GI) computations using forward shading. | |
Diffuse GI Deferred | The number of rays that were traced for diffuse Global Illumination (GI) computations using deferred shading. | |
Recursive | The number of rays that were traced for diffuse Global Illumination (GI) computations when you enable recursive RT. | |
Total | The total number of rays that were traced. | |
Debug XR Layout | Enable to display XR passes debug informations. This mode is only available in the editor and development builds. |